Cavenger
Kill, Harvest, Evolve!
is a vertical slice of a First Person Extraction Shooter, challenging players to navigate a mysterious underground environment as they search for valuable resources.
At the heart of Cavenger’s gameplay lies strategic decision-making. Players must navigate the treacherous underground terrain, strategically swapping and upgrading their robot’s body parts to unlock new abilities. Each choice shapes their playstyle, influencing their ability to survive and escape the perilous depths without losing everything.
Project Overview
Date: 4 months at 6th semester (2023) at Game Design HTW Berlin
Team: 5
Software: Blender, ZBrush, Unreal Engine 5
Plattform: PC
My Responsibilities
- Asset Creation
- Rigging and Skinning
Gameplay

Modeling
In addition to these modular components, I undertook the creation of a important in-game asset: the massive generator. This imposing structure serves as a vital element within the game, playing a crucial role in powering up and facilitating progression for players. I imbued the generator with both visual impact and functional significance, ensuring its seamless integration into the game environment.
Rigging and Skinning
In addition to my primary focus on the Environment, I also contributed extensively to the rigging and skinning aspects of our player character and enemy models. After helping with Retopology I utilized Blender and a specialized add-on and rigged and skinned these character, ensuring seamless movement and lifelike animation within the Unreal Engine.
I have already gained some experience with rigging and weight painting during my internship and I enjoyed bringing our game’s characters to life, imbuing them with personality, fluidity, and realism.


Learnings
Hardsurface
basic ZBrush hardsurface techniques
3D Modeling
modular systems, simple to difficult props in different workflows, retopo
Rigging and Skinning
rigging and skinning a character for UE
This project was coached by Prof. Susanne Brandhorst and Prof. Thomas Bremer.